GZG List archives -- January 2006

Number 372 of 673 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

RE: FT Scenarios (was: Re: [GZG] Re: Points systems)



> TRAITOR ON BOARD:
> At the start of the game you must choose (and secretly note down) one
> of your OPPONENT'S ships - that ship is carrying a
> traitor/saboteur/agent working for your side. On your turn at any
> point in the game, you may announce that the traitor is being
> activated. Inform your opponent which ship is affected, and show then
> the note you made as proof. Nominate ONE system on the affected ship,
> and roll a D6 - on a 1-2 the traitor is caught before any damage
> occurs, on a 3-5 he manages to successfully sabotage the nominated
> system, which is out of action for the rest of the game and may NOT
> be repaired by DC rolls. On a roll of 6, the sabotage succeeds AND
> the saboteur remains undetected - he may be used again on the next
> turn, in the same ship but on a different system, but his success
> number rises by 1 (ie: he is caught on a 1-3). As long as he keeps
> rolling 6s, the saboteur remains free and may continue to attack one
> system per turn, each time he does so the chance of capture increases
> by 1.

Within the general length of games my group plays, leaving the saboteur
idle for a turn would probably be a fair tradeoff for not taking the
increased odds of capture.

_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: RE: [GZG] RE: FT Scenarios
  • Next by Date: [GZG] Re: Gzg-l Digest, Vol 8, Issue 41,FT Scenarios

  • Previous by thread: Re: FT Scenarios (was: Re: [GZG] Re: Points systems)
  • Next by thread: Re: RE: FT Scenarios (was: Re: [GZG] Re: Points systems)

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Wed Feb 01 02:08:00 GMT 2006